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Reinforcement
Learning
Slides based on those used in Berkeley's AI class taught by Dan Klein
Reinforcement Learning
 Basic idea:
 Receive feedback in the form of rewards
 Agent’s utility is defined by the reward function
 Must (learn to) act so as to maximize expected rewards
Grid World
 The agent lives in a grid
 Walls block the agent’s path
 The agent’s actions do not always
go as planned:
 80% of the time, the action North
takes the agent North
(if there is no wall there)
 10% of the time, North takes the
agent West; 10% East
 If there is a wall in the direction the
agent would have been taken, the
agent stays put
 Small “living” reward each step
 Big rewards come at the end
 Goal: maximize sum of rewards*
Grid Futures
Deterministic Grid World Stochastic Grid World
X
X
E N S W
X
E N S W
?
X
4
X X
Markov Decision Processes
 An MDP is defined by:
 A set of states s  S
 A set of actions a  A
 A transition function T(s,a,s’)
 Prob that a from s leads to s’
 i.e., P(s’ | s,a)
 Also called the model
 A reward function R(s, a, s’)
 Sometimes just R(s) or R(s’)
 A start state (or distribution)
 Maybe a terminal state
 MDPs are a family of non-
deterministic search problems
 Reinforcement learning: MDPs
where we don’t know the
transition or reward functions
5
Keepaway
6
 http://www.cs.utexas.edu/~AustinVilla/sim/
keepaway/swf/learn360.swf
 SATR
 S0, S0
What is Markov about MDPs?
 Andrey Markov (1856-1922)
 “Markov” generally means that given
the present state, the future and the
past are independent
 For Markov decision processes,
“Markov” means:
Solving MDPs
 In deterministic single-agent search problems, want an
optimal plan, or sequence of actions, from start to a goal
 In an MDP, we want an optimal policy *: S → A
 A policy  gives an action for each state
 An optimal policy maximizes expected utility if followed
 Defines a reflex agent
Optimal policy when
R(s, a, s’) = -0.03 for all
non-terminals s
Example Optimal Policies
R(s) = -2.0
R(s) = -0.4
R(s) = -0.03
R(s) = -0.01
9
MDP Search Trees
 Each MDP state gives an expectimax-like search tree
a
10
s
s’
s, a
(s,a,s’) called a transition
T(s,a,s’) = P(s’|s,a)
R(s,a,s’)
s,a,s’
s is a state
(s, a) is a
q-state
Utilities of Sequences
 In order to formalize optimality of a policy, need to
understand utilities of sequences of rewards
 Typically consider stationary preferences:
 Theorem: only two ways to define stationary utilities
 Additive utility:
 Discounted utility:
11
Infinite Utilities?!
 Problem: infinite state sequences have infinite rewards
 Solutions:
 Finite horizon:
 Terminate episodes after a fixed T steps (e.g. life)
 Gives nonstationary policies ( depends on time left)
 Absorbing state: guarantee that for every policy, a terminal state
will eventually be reached
 Discounting: for 0 < < 1
 Smaller means smaller “horizon” – shorter term focus
12
Discounting
 Typically discount
rewards by < 1
each time step
 Sooner rewards
have higher utility
than later rewards
 Also helps the
algorithms
converge
13
Recap: Defining MDPs
 Markov decision processes:
 States S
0
 Start state s
 Actions A
 Transitions P(s’|s,a) (or T(s,a,s’))
 Rewards R(s,a,s’) (and discount )
 MDP quantities so far:
 Policy = Choice of action for each state
 Utility (or return) = sum of discounted rewards
s
a
s, a
s,a,s’
s’
14
Optimal Utilities
 Fundamental operation: compute
the values (optimal expectimax
utilities) of states s
 Why? Optimal values define
optimal policies!
 Define the value of a state s:
V*(s) = expected utility starting in s
and acting optimally
 Define the value of a q-state (s,a):
Q*(s,a) = expected utility starting in s,
taking action a and thereafter
acting optimally
 Define the optimal policy:
*(s) = optimal action from state s
s
a
s, a
s,a,s’
s’
15
The Bellman Equations
 Definition of “optimal utility” leads to a
simple one-step lookahead relationship
amongst optimal utility values:
Optimal rewards = maximize over first
action and then follow optimal policy
 Formally:
s
a
s, a
s,a,s’
s’
16
Solving MDPs
 We want to find the optimal policy *
 Proposal 1: modified expectimax search, starting from
each state s:
s
a
s, a
s,a,s’
s’
17
Why Not Search Trees?
 Why not solve with expectimax?
 Problems:
 This tree is usually infinite (why?)
 Same states appear over and over (why?)
 We would search once per state (why?)
 Idea: Value iteration
 Compute optimal values for all states all at
once using successive approximations
 Will be a bottom-up dynamic program
similar in cost to memoization
 Do all planning offline, no replanning
needed!
18
Value Estimates
 Calculate estimates V *(s)
k
 Not the optimal value of s!
 The optimal value
considering only next k
time steps (k rewards)
 As k  , it approaches
the optimal value
 Almost solution: recursion
(i.e. expectimax)
 Correct solution: dynamic
programming
19
Value Iteration
 Idea:
 Start with V *(s) = 0, which we know is right (why?)
0
 Given Vi
*, calculate the values for all states for depth i+1:
 This is called a value update or Bellman update
 Repeat until convergence
 Theorem: will converge to unique optimal values
 Basic idea: approximations get refined towards optimal values
 Policy may converge long before values do
20
Example: 
=0.9, living
reward=0, noise=0.2
Example: Bellman Updates
max happens for
a=right, other
actions not shown
21
Example: Value Iteration
 Information propagates outward from terminal
states and eventually all states have correct
value estimates
V2 V3
22
Convergence*
 Define the max-norm:
 Theorem: For any two approximations U and V
 I.e. any distinct approximations must get closer to each other,
so, in particular, any approximation must get closer to the true U
and value iteration converges to a unique, stable, optimal
solution
 Theorem:
 I.e. once the change in our approximation is small, it must also
be close to correct
23
Practice: Computing Actions
 Which action should we chose from state s:
 Given optimal values V?
 Given optimal q-values Q?
 Lesson: actions are easier to select from Q’s!
24
Utilities for Fixed Policies
 Another basic operation: compute
the utility of a state s under a fix
(general non-optimal) policy
 Define the utility of a state s, under a
fixed policy :
V(s) = expected total discounted
rewards (return) starting in s and
following 
 Recursive relation (one-step look-
ahead / Bellman equation):
s
(s)
s, (s)
s, (s),s’
s’
26
Value Iteration
 Idea:
 Start with V *(s) = 0, which we know is right (why?)
0
 Given Vi
*, calculate the values for all states for depth i+1:
 This is called a value update or Bellman update
 Repeat until convergence
 Theorem: will converge to unique optimal values
 Basic idea: approximations get refined towards optimal values
 Policy may converge long before values do
27
Policy Iteration
29
 Problem with value iteration:
 Considering all actions each iteration is slow: takes |A| times longer
than policy evaluation
 But policy doesn’t change each iteration, time wasted
 Alternative to value iteration:
 Step 1: Policy evaluation: calculate utilities for a fixed policy (not optimal
utilities!) until convergence (fast)
 Step 2: Policy improvement: update policy using one-step lookahead
with resulting converged (but not optimal!) utilities (slow but infrequent)
 Repeat steps until policy converges
 This is policy iteration
 It’s still optimal!
 Can converge faster under some conditions
Policy Iteration
 Policy evaluation: with fixed current policy , find values
with simplified Bellman updates:
 Iterate until values converge
 Policy improvement: with fixed utilities, find the best
action according to one-step look-ahead
30
Comparison
31
 In value iteration:
 Every pass (or “backup”) updates both utilities (explicitly, based
on current utilities) and policy (possibly implicitly, based on
current policy)
 In policy iteration:
 Several passes to update utilities with frozen policy
 Occasional passes to update policies
 Hybrid approaches (asynchronous policy iteration):
 Any sequences of partial updates to either policy entries or
utilities will converge if every state is visited infinitely often
Reinforcement Learning
36
 Reinforcement learning:
 Still assume an MDP:
 A set of states s  S
 A set of actions (per state) A
 A model T(s,a,s’)
 A reward function R(s,a,s’)
 Still looking for a policy (s)
 New twist: don’t know T or R
 i.e. don’t know which states are good or what the actions do
 Must actually try actions and states out to learn
Passive Learning
 Simplified task
 You don’t know the transitions T(s,a,s’)
 You don’t know the rewards R(s,a,s’)
 You are given a policy (s)
 Goal: learn the state values
 … what policy evaluation did
 In this case:
 Learner “along for the ride”
 No choice about what actions to take
 Just execute the policy and learn from experience
 We’ll get to the active case soon
 This is NOT offline planning! You actually take actions in the
world and see what happens…
37
Example: Direct Evaluation
 Episodes:
(1,1) up -1
(1,2) up -1
(1,2) up -1
(1,3) right -1
(2,3) right -1
(3,3) right -1
(3,2) up -1
(3,3) right -1
(4,3) exit +100
(done)
x
y
(1,1) up -1
(1,2) up -1
(1,3) right -1
(2,3) right -1
(3,3) right -1
(3,2) up -1
(4,2) exit -100
(done)
V(2,3) ~ (96 + -103) / 2 = -3.5
V(3,3) ~ (99 + 97 + -102) / 3 = 31.3
= 1, R = -1
+100
-100
38
Recap: Model-Based Policy Evaluation
 Simplified Bellman updates to
calculate V for a fixed policy:
 New V is expected one-step-look-
ahead using current V
 Unfortunately, need T and R
s
(s)
s, (s)
s, (s),s’
s’
39
Model-Based Learning
 Idea:
 Learn the model empirically through experience
 Solve for values as if the learned model were correct
 Simple empirical model learning
 Count outcomes for each s,a
 Normalize to give estimate of T(s,a,s’)
 Discover R(s,a,s’) when we experience (s,a,s’)
 Solving the MDP with the learned model
 Iterative policy evaluation, for example
s
(s)
s, (s)
s, (s),s’
s’
40
Example: Model-Based Learning
 Episodes:
(1,1) up -1
(1,2) up -1
(1,2) up -1
(1,3) right -1
(2,3) right -1
(3,3) right -1
(3,2) up -1
(3,3) right -1
(4,3) exit +100
(done)
x
y
T(<3,3>, right, <4,3>) = 1 / 3
T(<2,3>, right, <3,3>) = 2 / 2
+100
-100
41
= 1
(1,1) up -1
(1,2) up -1
(1,3) right -1
(2,3) right -1
(3,3) right -1
(3,2) up -1
(4,2) exit -100
(done)
Model-Free Learning
 Want to compute an expectation weighted by P(x):
 Model-based: estimate P(x) from samples, compute expectation
 Model-free: estimate expectation directly from samples
 Why does this work? Because samples appear with the right
frequencies!
42
Sample-Based Policy Evaluation?
 Who needs T and R? Approximate the
expectation with samples (drawn from T!)
s
(s)
s, (s)
s, (s),s’
s2’ s3’
s1
’’
43
Almost! But we only
actually make progress
when we move to i+1.
Temporal-Difference Learning
 Big idea: learn from every experience!
 Update V(s) each time we experience (s,a,s’,r)
 Likely s’ will contribute updates more often
 Temporal difference learning
 Policy still fixed!
 Move values toward value of whatever
successor occurs: running average!
s
(s)
s, (s)
s’
Sample of V(s):
Update to V(s):
Same update:
44
Exponential Moving Average
 Exponential moving average
 Makes recent samples more important
 Forgets about the past (distant past values were wrong anyway)
 Easy to compute from the running average
 Decreasing learning rate can give converging averages
45
Example: TD Policy Evaluation
T
ake = 1,  = 0.5
(1,1) up -1
(1,2) up -1
(1,2) up -1
(1,3) right -1
(2,3) right -1
(3,3) right -1
(3,2) up -1
(3,3) right -1
(4,3) exit +100
(done)
46
(1,1) up -1
(1,2) up -1
(1,3) right -1
(2,3) right -1
(3,3) right -1
(3,2) up -1
(4,2) exit -100
(done)
Problems with TD Value Learning
 TD value leaning is a model-free way
to do policy evaluation
 However, if we want to turn values into
a (new) policy, we’re sunk:
 Idea: learn Q-values directly
 Makes action selection model-free too!
s
a
s, a
s,a,s’
s’
47
Active Learning
 Full reinforcement learning
 You don’t know the transitions T(s,a,s’)
 You don’t know the rewards R(s,a,s’)
 You can choose any actions you like
 Goal: learn the optimal policy
 … what value iteration did!
 In this case:
 Learner makes choices!
 Fundamental tradeoff: exploration vs. exploitation
 This is NOT offline planning! You actually take actions in the
world and find out what happens…
48
The Story So Far: MDPs and RL
 Compute V*, Q*, * exactly 
 Evaluate a fixed policy 
 If we don’t know the MDP
 We can estimate the MDP then solve
 We can estimate V for a fixed policy 
 We can estimate Q*(s,a) for the
optimal policy while executing an
exploration policy
Value and policy
Iteration
 Policy evaluation
Things we know how to do: Techniques:
 If we know the MDP  Model-based DPs
 Model-based RL
 Model-free RL:
 Value learning
 Q-learning
49
Q-Learning
 Q-Learning: sample-based Q-value iteration
 Learn Q*(s,a) values
 Receive a sample (s,a,s’,r)
 Consider your old estimate:
 Consider your new sample estimate:
 Incorporate the new estimate into a running average:
52
Q-Learning Properties
 Amazing result: Q-learning converges to optimal policy
 If you explore enough
 If you make the learning rate small enough
 … but not decrease it too quickly!
 Basically doesn’t matter how you select actions (!)
 Neat property: off-policy learning
 learn optimal policy without following it (some caveats)
S E S E
53
Exploration / Exploitation
 Several schemes for forcing exploration
 Simplest: random actions ( greedy)
 Every time step, flip a coin
 With probability , act randomly
 With probability 1-, act according to current policy
 Problems with random actions?
 You do explore the space, but keep thrashing
around once learning is done
 One solution: lower  over time
 Another solution: exploration functions
54
Exploration Functions
 When to explore
 Random actions: explore a fixed amount
 Better idea: explore areas whose badness is not (yet)
established
 Exploration function
 Takes a value estimate and a count, and returns an optimistic
utility, e.g. (exact form not important)
55
Q-Learning
 Q-learning produces tables of q-values:
56
Q-Learning
57
 In realistic situations, we cannot possibly learn
about every single state!
 Too many states to visit them all in training
 Too many states to hold the q-tables in memory
 Instead, we want to generalize:
 Learn about some small number of training states
from experience
 Generalize that experience to new, similar states
 This is a fundamental idea in machine learning, and
we’ll see it over and over again
Example: Pacman
 Let’s say we discover
through experience
that this state is bad:
 In naïve q learning, we
know nothing about
this state or its q
states:
 Or even this one!
58
Feature-Based Representations
 Solution: describe a state using
a vector of features
 Features are functions from states
to real numbers (often 0/1) that
capture important properties of the
state
 Example features:
 Distance to closest ghost
 Distance to closest dot
 Number of ghosts
 1 / (dist to dot)2
 Is Pacman in a tunnel? (0/1)
 …… etc.
 Can also describe a q-state (s, a)
with features (e.g. action moves
closer to food)
59
Linear Feature Functions
 Using a feature representation, we can write a
q function (or value function) for any state
using a few weights:
 Advantage: our experience is summed up in a
few powerful numbers
 Disadvantage: states may share features but
be very different in value!
60
Function Approximation
 Q-learning with linear q-functions:
 Intuitive interpretation:
 Adjust weights of active features
 E.g. if something unexpectedly bad happens, disprefer all states
with that state’s features
 Formal justification: online least squares
61
Example: Q-Pacman
62
Policy Search
69
http://heli.stanford.edu/
Policy Search
70
 Problem: often the feature-based policies that work well
aren’t the ones that approximate V / Q best
 E.g. your value functions from project 2 were probably horrible
estimates of future rewards, but they still produced good
decisions
 We’ll see this distinction between modeling and prediction again
later in the course
 Solution: learn the policy that maximizes rewards rather
than the value that predicts rewards
 This is the idea behind policy search, such as what
controlled the upside-down helicopter
Policy Search
71
 Simplest policy search:
 Start with an initial linear value function or q-function
 Nudge each feature weight up and down and see if
your policy is better than before
 Problems:
 How do we tell the policy got better?
 Need to run many sample episodes!
 If there are a lot of features, this can be impractical
Policy Search*
 Advanced policy search:
 Write a stochastic (soft) policy:
 Turns out you can efficiently approximate the
derivative of the returns with respect to the
parameters w (details in the book, but you don’t have
to know them)
 Take uphill steps, recalculate derivatives, etc.
72

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14_ReinforcementLearning.pptx

  • 1. Reinforcement Learning Slides based on those used in Berkeley's AI class taught by Dan Klein
  • 2. Reinforcement Learning  Basic idea:  Receive feedback in the form of rewards  Agent’s utility is defined by the reward function  Must (learn to) act so as to maximize expected rewards
  • 3. Grid World  The agent lives in a grid  Walls block the agent’s path  The agent’s actions do not always go as planned:  80% of the time, the action North takes the agent North (if there is no wall there)  10% of the time, North takes the agent West; 10% East  If there is a wall in the direction the agent would have been taken, the agent stays put  Small “living” reward each step  Big rewards come at the end  Goal: maximize sum of rewards*
  • 4. Grid Futures Deterministic Grid World Stochastic Grid World X X E N S W X E N S W ? X 4 X X
  • 5. Markov Decision Processes  An MDP is defined by:  A set of states s  S  A set of actions a  A  A transition function T(s,a,s’)  Prob that a from s leads to s’  i.e., P(s’ | s,a)  Also called the model  A reward function R(s, a, s’)  Sometimes just R(s) or R(s’)  A start state (or distribution)  Maybe a terminal state  MDPs are a family of non- deterministic search problems  Reinforcement learning: MDPs where we don’t know the transition or reward functions 5
  • 7. What is Markov about MDPs?  Andrey Markov (1856-1922)  “Markov” generally means that given the present state, the future and the past are independent  For Markov decision processes, “Markov” means:
  • 8. Solving MDPs  In deterministic single-agent search problems, want an optimal plan, or sequence of actions, from start to a goal  In an MDP, we want an optimal policy *: S → A  A policy  gives an action for each state  An optimal policy maximizes expected utility if followed  Defines a reflex agent Optimal policy when R(s, a, s’) = -0.03 for all non-terminals s
  • 9. Example Optimal Policies R(s) = -2.0 R(s) = -0.4 R(s) = -0.03 R(s) = -0.01 9
  • 10. MDP Search Trees  Each MDP state gives an expectimax-like search tree a 10 s s’ s, a (s,a,s’) called a transition T(s,a,s’) = P(s’|s,a) R(s,a,s’) s,a,s’ s is a state (s, a) is a q-state
  • 11. Utilities of Sequences  In order to formalize optimality of a policy, need to understand utilities of sequences of rewards  Typically consider stationary preferences:  Theorem: only two ways to define stationary utilities  Additive utility:  Discounted utility: 11
  • 12. Infinite Utilities?!  Problem: infinite state sequences have infinite rewards  Solutions:  Finite horizon:  Terminate episodes after a fixed T steps (e.g. life)  Gives nonstationary policies ( depends on time left)  Absorbing state: guarantee that for every policy, a terminal state will eventually be reached  Discounting: for 0 < < 1  Smaller means smaller “horizon” – shorter term focus 12
  • 13. Discounting  Typically discount rewards by < 1 each time step  Sooner rewards have higher utility than later rewards  Also helps the algorithms converge 13
  • 14. Recap: Defining MDPs  Markov decision processes:  States S 0  Start state s  Actions A  Transitions P(s’|s,a) (or T(s,a,s’))  Rewards R(s,a,s’) (and discount )  MDP quantities so far:  Policy = Choice of action for each state  Utility (or return) = sum of discounted rewards s a s, a s,a,s’ s’ 14
  • 15. Optimal Utilities  Fundamental operation: compute the values (optimal expectimax utilities) of states s  Why? Optimal values define optimal policies!  Define the value of a state s: V*(s) = expected utility starting in s and acting optimally  Define the value of a q-state (s,a): Q*(s,a) = expected utility starting in s, taking action a and thereafter acting optimally  Define the optimal policy: *(s) = optimal action from state s s a s, a s,a,s’ s’ 15
  • 16. The Bellman Equations  Definition of “optimal utility” leads to a simple one-step lookahead relationship amongst optimal utility values: Optimal rewards = maximize over first action and then follow optimal policy  Formally: s a s, a s,a,s’ s’ 16
  • 17. Solving MDPs  We want to find the optimal policy *  Proposal 1: modified expectimax search, starting from each state s: s a s, a s,a,s’ s’ 17
  • 18. Why Not Search Trees?  Why not solve with expectimax?  Problems:  This tree is usually infinite (why?)  Same states appear over and over (why?)  We would search once per state (why?)  Idea: Value iteration  Compute optimal values for all states all at once using successive approximations  Will be a bottom-up dynamic program similar in cost to memoization  Do all planning offline, no replanning needed! 18
  • 19. Value Estimates  Calculate estimates V *(s) k  Not the optimal value of s!  The optimal value considering only next k time steps (k rewards)  As k  , it approaches the optimal value  Almost solution: recursion (i.e. expectimax)  Correct solution: dynamic programming 19
  • 20. Value Iteration  Idea:  Start with V *(s) = 0, which we know is right (why?) 0  Given Vi *, calculate the values for all states for depth i+1:  This is called a value update or Bellman update  Repeat until convergence  Theorem: will converge to unique optimal values  Basic idea: approximations get refined towards optimal values  Policy may converge long before values do 20
  • 21. Example:  =0.9, living reward=0, noise=0.2 Example: Bellman Updates max happens for a=right, other actions not shown 21
  • 22. Example: Value Iteration  Information propagates outward from terminal states and eventually all states have correct value estimates V2 V3 22
  • 23. Convergence*  Define the max-norm:  Theorem: For any two approximations U and V  I.e. any distinct approximations must get closer to each other, so, in particular, any approximation must get closer to the true U and value iteration converges to a unique, stable, optimal solution  Theorem:  I.e. once the change in our approximation is small, it must also be close to correct 23
  • 24. Practice: Computing Actions  Which action should we chose from state s:  Given optimal values V?  Given optimal q-values Q?  Lesson: actions are easier to select from Q’s! 24
  • 25. Utilities for Fixed Policies  Another basic operation: compute the utility of a state s under a fix (general non-optimal) policy  Define the utility of a state s, under a fixed policy : V(s) = expected total discounted rewards (return) starting in s and following   Recursive relation (one-step look- ahead / Bellman equation): s (s) s, (s) s, (s),s’ s’ 26
  • 26. Value Iteration  Idea:  Start with V *(s) = 0, which we know is right (why?) 0  Given Vi *, calculate the values for all states for depth i+1:  This is called a value update or Bellman update  Repeat until convergence  Theorem: will converge to unique optimal values  Basic idea: approximations get refined towards optimal values  Policy may converge long before values do 27
  • 27. Policy Iteration 29  Problem with value iteration:  Considering all actions each iteration is slow: takes |A| times longer than policy evaluation  But policy doesn’t change each iteration, time wasted  Alternative to value iteration:  Step 1: Policy evaluation: calculate utilities for a fixed policy (not optimal utilities!) until convergence (fast)  Step 2: Policy improvement: update policy using one-step lookahead with resulting converged (but not optimal!) utilities (slow but infrequent)  Repeat steps until policy converges  This is policy iteration  It’s still optimal!  Can converge faster under some conditions
  • 28. Policy Iteration  Policy evaluation: with fixed current policy , find values with simplified Bellman updates:  Iterate until values converge  Policy improvement: with fixed utilities, find the best action according to one-step look-ahead 30
  • 29. Comparison 31  In value iteration:  Every pass (or “backup”) updates both utilities (explicitly, based on current utilities) and policy (possibly implicitly, based on current policy)  In policy iteration:  Several passes to update utilities with frozen policy  Occasional passes to update policies  Hybrid approaches (asynchronous policy iteration):  Any sequences of partial updates to either policy entries or utilities will converge if every state is visited infinitely often
  • 30. Reinforcement Learning 36  Reinforcement learning:  Still assume an MDP:  A set of states s  S  A set of actions (per state) A  A model T(s,a,s’)  A reward function R(s,a,s’)  Still looking for a policy (s)  New twist: don’t know T or R  i.e. don’t know which states are good or what the actions do  Must actually try actions and states out to learn
  • 31. Passive Learning  Simplified task  You don’t know the transitions T(s,a,s’)  You don’t know the rewards R(s,a,s’)  You are given a policy (s)  Goal: learn the state values  … what policy evaluation did  In this case:  Learner “along for the ride”  No choice about what actions to take  Just execute the policy and learn from experience  We’ll get to the active case soon  This is NOT offline planning! You actually take actions in the world and see what happens… 37
  • 32. Example: Direct Evaluation  Episodes: (1,1) up -1 (1,2) up -1 (1,2) up -1 (1,3) right -1 (2,3) right -1 (3,3) right -1 (3,2) up -1 (3,3) right -1 (4,3) exit +100 (done) x y (1,1) up -1 (1,2) up -1 (1,3) right -1 (2,3) right -1 (3,3) right -1 (3,2) up -1 (4,2) exit -100 (done) V(2,3) ~ (96 + -103) / 2 = -3.5 V(3,3) ~ (99 + 97 + -102) / 3 = 31.3 = 1, R = -1 +100 -100 38
  • 33. Recap: Model-Based Policy Evaluation  Simplified Bellman updates to calculate V for a fixed policy:  New V is expected one-step-look- ahead using current V  Unfortunately, need T and R s (s) s, (s) s, (s),s’ s’ 39
  • 34. Model-Based Learning  Idea:  Learn the model empirically through experience  Solve for values as if the learned model were correct  Simple empirical model learning  Count outcomes for each s,a  Normalize to give estimate of T(s,a,s’)  Discover R(s,a,s’) when we experience (s,a,s’)  Solving the MDP with the learned model  Iterative policy evaluation, for example s (s) s, (s) s, (s),s’ s’ 40
  • 35. Example: Model-Based Learning  Episodes: (1,1) up -1 (1,2) up -1 (1,2) up -1 (1,3) right -1 (2,3) right -1 (3,3) right -1 (3,2) up -1 (3,3) right -1 (4,3) exit +100 (done) x y T(<3,3>, right, <4,3>) = 1 / 3 T(<2,3>, right, <3,3>) = 2 / 2 +100 -100 41 = 1 (1,1) up -1 (1,2) up -1 (1,3) right -1 (2,3) right -1 (3,3) right -1 (3,2) up -1 (4,2) exit -100 (done)
  • 36. Model-Free Learning  Want to compute an expectation weighted by P(x):  Model-based: estimate P(x) from samples, compute expectation  Model-free: estimate expectation directly from samples  Why does this work? Because samples appear with the right frequencies! 42
  • 37. Sample-Based Policy Evaluation?  Who needs T and R? Approximate the expectation with samples (drawn from T!) s (s) s, (s) s, (s),s’ s2’ s3’ s1 ’’ 43 Almost! But we only actually make progress when we move to i+1.
  • 38. Temporal-Difference Learning  Big idea: learn from every experience!  Update V(s) each time we experience (s,a,s’,r)  Likely s’ will contribute updates more often  Temporal difference learning  Policy still fixed!  Move values toward value of whatever successor occurs: running average! s (s) s, (s) s’ Sample of V(s): Update to V(s): Same update: 44
  • 39. Exponential Moving Average  Exponential moving average  Makes recent samples more important  Forgets about the past (distant past values were wrong anyway)  Easy to compute from the running average  Decreasing learning rate can give converging averages 45
  • 40. Example: TD Policy Evaluation T ake = 1,  = 0.5 (1,1) up -1 (1,2) up -1 (1,2) up -1 (1,3) right -1 (2,3) right -1 (3,3) right -1 (3,2) up -1 (3,3) right -1 (4,3) exit +100 (done) 46 (1,1) up -1 (1,2) up -1 (1,3) right -1 (2,3) right -1 (3,3) right -1 (3,2) up -1 (4,2) exit -100 (done)
  • 41. Problems with TD Value Learning  TD value leaning is a model-free way to do policy evaluation  However, if we want to turn values into a (new) policy, we’re sunk:  Idea: learn Q-values directly  Makes action selection model-free too! s a s, a s,a,s’ s’ 47
  • 42. Active Learning  Full reinforcement learning  You don’t know the transitions T(s,a,s’)  You don’t know the rewards R(s,a,s’)  You can choose any actions you like  Goal: learn the optimal policy  … what value iteration did!  In this case:  Learner makes choices!  Fundamental tradeoff: exploration vs. exploitation  This is NOT offline planning! You actually take actions in the world and find out what happens… 48
  • 43. The Story So Far: MDPs and RL  Compute V*, Q*, * exactly   Evaluate a fixed policy   If we don’t know the MDP  We can estimate the MDP then solve  We can estimate V for a fixed policy   We can estimate Q*(s,a) for the optimal policy while executing an exploration policy Value and policy Iteration  Policy evaluation Things we know how to do: Techniques:  If we know the MDP  Model-based DPs  Model-based RL  Model-free RL:  Value learning  Q-learning 49
  • 44. Q-Learning  Q-Learning: sample-based Q-value iteration  Learn Q*(s,a) values  Receive a sample (s,a,s’,r)  Consider your old estimate:  Consider your new sample estimate:  Incorporate the new estimate into a running average: 52
  • 45. Q-Learning Properties  Amazing result: Q-learning converges to optimal policy  If you explore enough  If you make the learning rate small enough  … but not decrease it too quickly!  Basically doesn’t matter how you select actions (!)  Neat property: off-policy learning  learn optimal policy without following it (some caveats) S E S E 53
  • 46. Exploration / Exploitation  Several schemes for forcing exploration  Simplest: random actions ( greedy)  Every time step, flip a coin  With probability , act randomly  With probability 1-, act according to current policy  Problems with random actions?  You do explore the space, but keep thrashing around once learning is done  One solution: lower  over time  Another solution: exploration functions 54
  • 47. Exploration Functions  When to explore  Random actions: explore a fixed amount  Better idea: explore areas whose badness is not (yet) established  Exploration function  Takes a value estimate and a count, and returns an optimistic utility, e.g. (exact form not important) 55
  • 48. Q-Learning  Q-learning produces tables of q-values: 56
  • 49. Q-Learning 57  In realistic situations, we cannot possibly learn about every single state!  Too many states to visit them all in training  Too many states to hold the q-tables in memory  Instead, we want to generalize:  Learn about some small number of training states from experience  Generalize that experience to new, similar states  This is a fundamental idea in machine learning, and we’ll see it over and over again
  • 50. Example: Pacman  Let’s say we discover through experience that this state is bad:  In naïve q learning, we know nothing about this state or its q states:  Or even this one! 58
  • 51. Feature-Based Representations  Solution: describe a state using a vector of features  Features are functions from states to real numbers (often 0/1) that capture important properties of the state  Example features:  Distance to closest ghost  Distance to closest dot  Number of ghosts  1 / (dist to dot)2  Is Pacman in a tunnel? (0/1)  …… etc.  Can also describe a q-state (s, a) with features (e.g. action moves closer to food) 59
  • 52. Linear Feature Functions  Using a feature representation, we can write a q function (or value function) for any state using a few weights:  Advantage: our experience is summed up in a few powerful numbers  Disadvantage: states may share features but be very different in value! 60
  • 53. Function Approximation  Q-learning with linear q-functions:  Intuitive interpretation:  Adjust weights of active features  E.g. if something unexpectedly bad happens, disprefer all states with that state’s features  Formal justification: online least squares 61
  • 56. Policy Search 70  Problem: often the feature-based policies that work well aren’t the ones that approximate V / Q best  E.g. your value functions from project 2 were probably horrible estimates of future rewards, but they still produced good decisions  We’ll see this distinction between modeling and prediction again later in the course  Solution: learn the policy that maximizes rewards rather than the value that predicts rewards  This is the idea behind policy search, such as what controlled the upside-down helicopter
  • 57. Policy Search 71  Simplest policy search:  Start with an initial linear value function or q-function  Nudge each feature weight up and down and see if your policy is better than before  Problems:  How do we tell the policy got better?  Need to run many sample episodes!  If there are a lot of features, this can be impractical
  • 58. Policy Search*  Advanced policy search:  Write a stochastic (soft) policy:  Turns out you can efficiently approximate the derivative of the returns with respect to the parameters w (details in the book, but you don’t have to know them)  Take uphill steps, recalculate derivatives, etc. 72